Exocist wrote:
HOLY MOLY. I was reading that as ONE ability boost per five. No wonder my Alchemist is struggling. NO ONE CORRECTED MEEEE. That makes a lot more sense. So I guess really a couple of tune up items and such could really balance this out better but Alch isn't slipping into the Horrible zone.
Exocist wrote:
This is all very nice for strictly damage comparison, EXCEPT with no bonus constitution for either party and assuming both are human for simplicity, the Alchemist has 98 effective hp. 15x8+8 for 128-30 for quicksilver at level 15 which is why you wouldn't want it all the time. The fighter packing 15x10+8 for 158. 60 health/40% ish difference IS A SPICY MEATBALL of an exchange. Fighter attacks are not consumable or limited in scope. And I am incapable of providing average AC comparisons but Quicksilver is also smacking the Alch's treasured jewels for a gentle tickle of -2 Fortitude nonstop as well.
Sporkedup wrote:
I was founding my entire argument on this understanding. Because at the end of the day, it is a role playing, story telling experience. If you narrated your combat rolls, it's gonna be another sad day. "Hey, Alchy. You ever consider actually hitting the enemy with one of those wild tosses of yours?"
Averages are nice, but that's all they are. The fighter in the white room also has a sizeable AC and HP pool.
Are we all just glazing over the fact that Alchemist mutagens and elixirs are extremely limited compared to the spell equivalents per the same level as well? Like, the comparison of a "sword specialist wizard" is el primo for proving my point rather than "bombers are ignoring their generalist class features." If people are having trouble with this now, what happens when the Magus releases? It's going to have buffs to share and be able to hit with dual class features. Do we have the ability to coat our weapons in a bomb? Do we have consistent buffs that also do not carry drawbacks? Bombs are clearly not the only way to play it; Alchemist just also isn't as good as other alternatives at the other things as well. Except toxicologist, clearly, which is ultra niche. "Alchemists can do this ALL day" is a bad hypothetical because ALL day doesn't help in the fights, skill checks, or roleplaying when the rubber hits the road rim first. WBL comparisons to boot. While I enjoy using a formula to argue validity of an alchemist, it's arbitrary and up for more changes as this game evolves. "I hope this fight drags out long enough for me to shine" is such a just penultimate sad way to consider a class.
Virellius wrote:
This is literally what I've been seeing across the board for people playing an alchemist. The Alchemist is a crafting basket for better accuracy classes. IF you actually need one of your bombs to inflict their crit or direct hit debuff, you have the fighter throw it instead. I have been stuck in a limbo on whether or not to play a Hobgoblin Fighter or an Alchemist because even if I have to pay for for my crafts in downtime and coin, at least I can count on the bomb actually landing. Yes, Quicksilver Mutagen helps, but it's also going to be the first turn of combat every single time. Everyone else is doing their thing, and Alchs just have to sit back and prepare so they can still hit less on average? Come on now. I feel like the design philosophy was low-hanging fruit: a non-magical character who does demi-magical effects. Except it doesn't compete with martial, magical, or skill based characters for the above reasons. No matter how you slice it, it's sad that your specialty class features are better off handed to someone else.
So my crew and I have decided upon a thematic party to help us roleplay stronger as a team. The theme we chose is Coven which means we are all witches or witch themed characters and to boot, we are all gestalt because there is only 3 of us playing. We will all be playing an Adventure Path from level 1. So far we have a Vindictive Bastard exPaladin/Witch as a frontline and a ranged Witch/Rogue who worships Calistria. I'm wanting to play a Diabolist Witch/Wizard the concept ending in a tyrannical Sorceress like Abrogail Thrune. I'm the magical powerhouse and the most experienced member of the Coven. I've been pretty out of Pathfinder for about two years. If you guys have any suggestions to help me get up to speed, I would be stoked to hear them.
Male Human (Taldan) Empiricist Investigator 1
"If'n you'll trust me, follow me." Putting a hand on Nyssa's shoulder, Gavin will prepare an action to lead her the twenty feet to the front if she so desires.
If Nyssa wants to go to the front: "Keep your weapon drawn. Creatures look small and simple like some sort of mold-like being."
Male Human (Taldan) Empiricist Investigator 1
"And for the record, I brought all these fine people to help search for your father this time. Worth more than any out-of-control backpack, kiddo. Now tell me. You have any idea on where Khonnir was going or what Khonnir was planning on doing before he set out this last time? If anything can you tell me anything about his first expedition? Anything he may have told only you?"
Male Human (Taldan) Empiricist Investigator 1
Hallit:
"Androffan? That is a language I have heard much about recently. Khonnir goes on and on about it, but I ain't put much cog in't myself. Pleasure, Valt." "Aurusk, ye say? Rough soundin' name for what appears to be a rough lookin' fellow. You definitely seem a gentle man though, and that says lot right now." Taking Aurusk's welcoming gesture, he gives him a gentle handshake then turns to the lady.
Tipping his hat to Alexis, Gavin turns to the tough looking man speaking about the Gillmen.
Male Human (Taldan) Empiricist Investigator 1
"Val... That girl. My last couple of encounters with her have been a little frustrating, but that is a whole 'nother story. Best I be introducin' you all though. No telling what's going on in that little head o' hers. 'Fore we get to that part though, best I know your names and professions. I'll start; name's Gavin, and I'm a might far from home on a venture here to help Khonnir."
RJGrady wrote:
A feat seems a bit crazy, but it would be awesome if that was merely a feature of the class to begin with. IMO this should be treated like an lesser Eidolon/animal companion given the fact that when the thing is dead, you can't do a thing until you perform a ritual of doom. A completely separate listing of choices from the familiar lists or even something like the Necrocraft would go a long ways towards flavor-into-mechanics. |